/Engine/Source/Runtime/AIModule/Classes/Actions/PawnActionsComponent.h
Use it to save component work to figure out what it's controlling or if component can't/won't be able to figure it out properly  will throw a log warning if trying to set ControlledPawn if it's already set
void SetControlledPawn ( [APawn](API\Runtime\Engine\GameFramework\APawn) * NewPawn )